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P++#001: Eyeball Slider Set

This was one of my very first sliders I wanted to make.
But at the time I did not had the knowledge to continue, so I've scrapped this idea out.
Now I returned in trying again, and this time I was able to, thanks for the help of CMar.
Without her help you would never seen these! CMar, can never thank you enough, you are awesome! ッ

Well, these are a set of sliders that controls the eyeballs (Iris + Pupil).
First of all, these are not just sliders, you see, in order to be able to make these I had to replace EA meshes with a custom mesh instead.
So I had to make a mesh but with a different edge orientation which you can see in the mesh comparison picture.
If you are a modder try not to use the vertex ID range mentioned in this post.
And also, if you could provide me with different ones, so I would not use either.

5 sliders in total, 4 to edit the eye pupil, 1 to edit the iris.
I tried my best to make the GEOM slider work well with each other, and they do!
But don't use high amounts on the slider, or else it will mess the vertex placement.
I made also, included with these, two sliders that help to fix/maintain shapes (pupil height scale and pupil width).

I was so annoyed, with TS3 have many freedom on things, EA doesn't make interesting stuff.
Well, apart from that Magic book, which I loved! XD

But I actually got this idea from eyes seen in TS2, like teru eyes, for example, there is some that is cat-looking (pupil slit).
In TS3 to make such, creators would need to make those eyes in the texture itself instead.
But having these sliders you can create all sort of looks with eyes.
Anyways, consider these sliders in beta stage.
Not everything is perfect, so I might be fixing/correcting them while I get more time.
Also, the sliders are set to children/toddler, but I did not replaced their meshes yet.
Because I couldn't find their meshes on the game packages.

I will be posting the UVWs later, for creators that make eyes, so they can make it fully compatible with these sliders.
All current eyes textures work very well with it though, assuming they are based on EA's original proportion.
I hope you like these, and if you can, leave some feedback of the usage, very important in order to improve! ッ
Sorry for writing a lot, but I like to make things clear.
And I hope YOU READ IT ALL! Thanks and make good use of it!

Update: 10-07-11

X-Axis accurate now. (slight cross-eye fix)
If you downloaded Pupil Shapes edits you will have to update them as well.
If you find any problems, let me know and I will see what I can do. Thanks!

My jaw dropped...and now I can't close it!This is pure AWESOME!Your creative mind is constantly working, we owe you so much gratitude and respect! Really, time and effort you spent should be acknowledged!You just made me wanna create again!To be honest your nose slider soften me a bit but this time I'm positively sure : I'll find time to create again!

This looks really good in game and you can really see the difference, even before messing around with the sliders. No more looking around for tiny eyes. It is a lot of fun to play around with too. Thank you.

Flajko said...My jaw dropped...and now I can't close it! This is pure AWESOME!Your creative mind is constantly working, we owe you so much gratitude and respect! Really, time and effort you spent should be acknowledged!

I HAD to second this. It bears repeating. Major props in the gratitude and respect department. Your creativity never ceases to amaze me. A million thank yous' for yet another amazing addition to my game.

Report of some issues I've encountered when testing this. It seems it's mainly a mesh issue.

1."Right focus".http://tinyurl.com/3q566q9

I've tested this out with multiple sims, teens and young adults. The result is the same and they always seem to look a bit to the right. Here's some pictures with different contacts and default eyes just so you see it's not a case-by-case problem.

This is something that happened only to two of my contacts so far. The one shown here is "Hello Asian" by Twilight.http://tinyurl.com/43pl86e

The thing that happens is that what's supposed to be the dark areas of the eye, such as the pupil, has a shade of gray, seemingly because of some kind of overlay. It never happened until the eyeball mesh has been modified. This is a big issue for me since it makes the eyes look matte instead of moist and reflective.

Here's a picture of how it originally looks like (with your HQ mod):http://tinyurl.com/42czb2w

Although it's not as noticeable when playing in-game, at some angle you can clearly see that the light reflects strangely on the eye and gives it an unusual shade.http://tinyurl.com/3fgea5z

If that's not enough, here are comparison with eyes that DOESN'T have that strange shade. I set all the colors to pitch black.

Like megshush mentioned, I noticed the eye whites clipping, and the "right focus" thing that Mura mentioned. I don't know much about this sort of thing, but it may be related. The eye whites only seem to clip on the Sim's right eye, and the eyes seem to be shifted to the right some. Example of the clipping: http://img641.imageshack.us/img641/8145/eyeclipping.jpg

I noticed some other things that I'm guessing the new mesh is doing, but it probably doesn't matter terribly much or might have been intentional. Like how the iris (but apparently not the pupils) starts off smaller with the sliders in than without them in (and that's without using the sliders). And how the eye texture reflects differently than EA's eyes, which probably really isn't an issue for most people... I just noticed because of the eye whites I'm using. Just to show since I have the examples... Males: http://img215.imageshack.us/img215/1430/maleeyes.jpgFemales: http://img718.imageshack.us/img718/2720/femaleeyes.jpg

Woah! Thanks a lot everyone for the comments and feedback!Much appreciated! ッ

These sliders should work with default replacements as well contacts, because they are a facial overlay, so the engine only apply the texture overlay over the mesh.

The clipping problem, that is only present in the right eye?However that and the focus problem can be easily fixed by re positioning the meshes more accurately and carefully.

As for that second problem Mura mentioned, while it happens to only a certain contacts is unclear to me, however I downloaded them and I will be trying them as well.My guess is that it is due to the shader used.

As CMar told me, EA doesn't allow the original Eye shader to be morphed (used with GEOM sliders).So we had to replace the shaders with different ones.In this one, we used the Skin Shader.You may've noticed, those tiny white dot balls on the eyes are not present in my replacement because of that, the shader.

And for the person above, the eye white thing, that can be due to my mesh UV.As it's a different mesh, I had to build a new UV, but trying to match EA's. Seems like it doesn't.That is just the case of scaling down some UV v-points.Those will be fixed in my next release as well.

Mura, could you tell me what was the other contact that had that grey overlay over the eyes?

These contacts you sent by Twilight, they replace not only the eyes, but as well the eye area, like to add an eyeliner.If that is related, I have to test it still, it can be possible that is the fault of such thing, because of the shader replacement, perhaps.

If possible, try posting the contacts/replacements used in the pictures (anon above), so it is easier to fix the UV problem. ッ

Small report:I have tested Twilight's contacts, now I can confirm it is not a problem with my mesh, but a problem with how the contact package was generated.I generated a new package using Twilight's textures and that white glow was gone.

> comparison pictureWith the new package, if you look at the dark shade on the eye you can see better.

Why this is caused, I have absolutely no idea!Perhaps that package was linking to a different base specular and it wasn't present in EA's mesh due to the eye shader;

Now, I will try to make the eyeball orientation symmetric, I hope to get it done asap.

Thanks for looking into it so fast! After I wake up I'll search for the second contact that does the same thing.

I will also look into other contacts that I use which has those "custom eye area". I remember trying some others that have those "painted-on eyelashes" on the eye and they still looked fine, so my guess is, just like you confirmed it, the way Twilight used her texture.

No hurries!By the way, that is not Twilight's fault for certain.Not even the fact that it has a "custom eyeliner" within the texture.The problem could be due to the way the package was generated, or that it is linking a different specular (which does not affect EA original shader).

"If possible, try posting the contacts/replacements used in the pictures (anon above), so it is easier to fix the UV problem. ッ"

Well, they're not actually posted anywhere yet... I was testing them right after I had put your sliders in. That's why I noticed those things, since I was looking so closely at the eyes. If they would help you out, I can upload the test contacts used in those screens to MediaFire.

(I was horrified when I saw what they did with the eyes, they are not even a circle with their mesh...)

I have updated the files again, flipped the UV to match EA's and tried to route the iris more at center;Which I think right eye might still need just a need of tweaking, but let me know if you test it.I moved the right eye a bit, I hope it fixed the clipping some people were encountering.I actually had none with my sims however...

Simlicious thank you! I am about to upload some things, hope you like them too. ッ

I don't know about other simmers but I would like for females to have the same oriented UV maps!! I don't like that only females by EA defaults have mirrored UV maps! The fake reflection many contacts have looks bad since it's mirrored, it's kind of unnatural!I don't know have you noticed but by EA defaults males have the same oriented UV maps (textures aren't mirrored in relation to the nose!) and that's perfect eye imitation!That's why I would appreciate the same thing with female UV map!

OMG! You are a beastly, CC-genius. Your sliders are just.... one of the absolute greatest things I've ever downloaded in my game! Even with all the sliders I have, your sliders are like that extra 'BAMF' needed to create even more awesome sims. EA should be mailing you a check.

I just tested out the updated mesh for the eyes. It is indeed an improvement and the eyes aren't focusing a bit towards their left. However, it seems that, especially with smaller irises (unchanged slider), the sim is SLIGHTLY cross-eyed. It's a small thing, but since eyes are such a big feature of a person, it was easily noticeable for me.

I'll test it out with different contacts just to be sure, and maybe come back with a few pictures.

Thanks for the update. I have actually gone back to your first post of these sliders. Some reason, even though i deteted all the cache files and worldcaches the update wouldn't work for me, sliders move but did nothing. Anyway i like the first set so i am using them.

From what I've seen, you'll have to wait for a long time if you want a FINAL product because this is quite a complex mod. aWT is still looking for feedback and will probably attempt on fixing and improving it with time, when he has the time to put his mind into it of course, which is a good thing.

So either you keep on updating the mod when updates are available, or not use it at all.

Well, Anonymous, you will never see a FINAL product, as much because this isn't a product. Just to remind you this is just something I do on my free time when I feel like creating something for the game;The rest, I quote Mura's words. ッ

Well, I updated again to fix the X-axis, I don't see any more edits regarding that though.Hopefully last thing now is to see if can find a way around the shader, which most likely can't due to EA defaults...

As for the eyes, just so you don't get confused, the mesh renders is from my own texture, only the sim pictures are teru textures.> Teru Eyes @ GameSir Thread

It looks like this doesn't work with my default replacement whites. Instead of the semi-realistic look mine have, I'm getting whites that look more like the original ones from EA. Did you design this to work that way, or is something else going on? I can get in-game example pictures if you need.

thank you, Aikea if you can provide pictures it would be of most help.

The difference between this mesh replacement and EA is, besides the edges orientation, the shader.Which can be mostly the cause of why it looks different.EA doesn't allow meshes with the EyeShader to morph, so instead its being used the SkinShader which allows morphing.If you could provide me the texture, I could test it with other shaders, and if you have pictures of how it was looking like I could base myself as well.

I LOVE everything you create! You remind me of the kind of person who talks rarely but when you do talk, you are SO worth listening too. I relate that directly to your creations as they are always worth the download, install and SAVE to favorites! Thank you so much!

I have to agree with you, Summer. He's the most modest, talented person I know. He always helps me out with my creations too. I love having him in the Sims community, he's wonderful <3 (Wow I sound like an in love fan girl lol!!!)

I'm a bit late to the game on these sliders, but WOW! These are truly brilliant! I will watch for any updates you make (if there are any more) and update accordingly. The work you put in is absolutely appreciated! Thank you so much for your ingenuity, time & effort!

Hi. Not sure if anyone else has mentioned this but when I install your mod the eyes actually disappear.Not sure why as I used to use it with no problems. Just wondering if it's a patch problem or if I have clashing CC somewhere.

Hi. Not sure if anyone else has mentioned this but when I install your mod the eyes actually disappear.Not sure why as I used to use it with no problems. Just wondering if it's a patch problem or if I have clashing CC somewhere.

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I'm not sure if it's just me or not, but I have tested all of my CC to make sure and this slider is causing all of my Sims, YA and older to not have eye reflections? I'm wondering if I am doing something wrong or if I missed a download or something?

I don't want to get rid of the slider becasue I love it sooo much, but at the same time I really would love to keep the reflections. I hope you can get back to me soon about this!

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I like it but the only problem is tha, yes, it makes the pupil larger but my sims look kinda weird and their eyes looked so strange that I wanted to get them back to the way that they were originally.. BUT I couldn't. It stopped working all of a sudden so now I can't do anything. The slider basically doesn't work.

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